#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <string>

//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;

//The surfaces
SDL_Surface *dots = NULL;
SDL_Surface *screen = NULL;

//The event structure
SDL_Event event;

//The portions of the sprite map to be blitted
SDL_Rect clip[ 4 ];

SDL_Surface *load_image( std::string filename )
{
  //The image that's loaded
  SDL_Surface* loadedImage = NULL;

  //The optimized surface that will be used
  SDL_Surface* optimizedImage = NULL;

  //Load the image
  loadedImage = IMG_Load( filename.c_str() );

  //If the image loaded
  if( loadedImage != NULL )
    {
      //Create an optimized surface
      optimizedImage = SDL_DisplayFormat( loadedImage );

      //Free the old surface
      SDL_FreeSurface( loadedImage );

      //If the surface was optimized
      if( optimizedImage != NULL )
        {
	  //Color key surface
	  SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
        }
    }

  //Return the optimized surface
  return optimizedImage;
}

void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
  //Holds offsets
  SDL_Rect offset;

  //Get offsets
  offset.x = x;
  offset.y = y;

  //Blit
  SDL_BlitSurface( source, clip, destination, &offset );
}

bool init()
{
  //Initialize all SDL subsystems
  if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
    {
      return false;
    }

  //Set up the screen
  screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );

  //If there was an error in setting up the screen
  if( screen == NULL )
    {
      return false;
    }

  //Set the window caption
  SDL_WM_SetCaption( "Split the dots", NULL );

  //If everything initialized fine
  return true;
}

bool load_files()
{
  //Load the sprite map
  dots = load_image( "../../media/dots.png" );

  //If there was an problem loading the sprite map
  if( dots == NULL )
    {
      return false;
    }

  //If eveything loaded fine
  return true;
}

void clean_up()
{
  //Free the sprite map
  SDL_FreeSurface( dots );

  //Quit SDL
  SDL_Quit();
}

int main( int argc, char* args[] )
{
  //Quit flag
  bool quit = false;

  //Initialize
  if( init() == false )
    {
      return 1;
    }

  //Load the files
  if( load_files() == false )
    {
      return 1;
    }

  //Clip range for the top left
  clip[ 0 ].x = 0;
  clip[ 0 ].y = 0;
  clip[ 0 ].w = 100;
  clip[ 0 ].h = 100;

  //Clip range for the top right
  clip[ 1 ].x = 100;
  clip[ 1 ].y = 0;
  clip[ 1 ].w = 100;
  clip[ 1 ].h = 100;

  //Clip range for the bottom left
  clip[ 2 ].x = 0;
  clip[ 2 ].y = 100;
  clip[ 2 ].w = 100;
  clip[ 2 ].h = 100;

  //Clip range for the bottom right
  clip[ 3 ].x = 100;
  clip[ 3 ].y = 100;
  clip[ 3 ].w = 100;
  clip[ 3 ].h = 100;

  //Fill the screen white
  SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );

  //Apply the sprites to the screen
  apply_surface( 0, 0, dots, screen, &clip[ 0 ] );
  apply_surface( 540, 0, dots, screen, &clip[ 1 ] );
  apply_surface( 0, 380, dots, screen, &clip[ 2 ] );
  apply_surface( 540, 380, dots, screen, &clip[ 3 ] );

  //Update the screen
  if( SDL_Flip( screen ) == -1 )
    {
      return 1;
    }

  //While the user hasn't quit
  while( quit == false )
    {
      //While there's events to handle
      while( SDL_PollEvent( &event ) )
        {
	  //If the user has Xed out the window
	  if( event.type == SDL_QUIT )
            {
	      //Quit the program
	      quit = true;
            }
        }
    }

  //Free the images and quit SDL
  clean_up();

  return 0;
}
